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global_vars.py
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global_vars.py
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#
# global_vars.py
#
from core.mePyQt import usePySide, usePyQt4, usePyQt5, QtCore, QtGui
if not usePyQt5 :
QtModule = QtGui
else :
from core.mePyQt import QtWidgets
QtModule = QtWidgets
app_global_vars = {
'TempPath':''
,'RootPath':''
,'ProjectPath':''
,'ProjectShaders':''
,'ProjectTextures':''
,'ProjectNetworks':''
,'ProjectSources':''
,'ProjectSearchPath':''
,'ProjectSearchShaders':''
,'ProjectSearchTextures':''
,'NodesPath':''
,'LibPath':''
,'TexturePath':''
,'ShaderPath':''
,'IncludePath':''
,'RibPath':''
,'DisplaySearchPath':''
,'TextureSearchPath':''
,'ShaderSearchPath':''
,'ArchiveSearchPath':''
,'RendererPreset':''
,'RendererName':''
,'RendererFlags':''
,'ShaderCompiler':''
,'ShaderDefines':''
,'ShaderInfo':''
,'SLO':''
,'TextureMake':''
,'TextureInfo':''
,'TextureViewer':''
,'TEX':''
}
app_colors = {
'rsl_node_bg': QtGui.QColor ( 0, 128, 128 )
,'rib_node_bg': QtGui.QColor ( 255, 150, 50 )
,'image_node_bg': QtGui.QColor ( 128, 128, 128 )
,'group_node_bg': QtGui.QColor ( 0, 0, 128 )
}
DEBUG_MODE = True
GFX_NODE_TYPE = QtModule.QGraphicsItem.UserType + 1
GFX_LINK_TYPE = QtModule.QGraphicsItem.UserType + 2
GFX_NODE_LABEL_TYPE = QtModule.QGraphicsItem.UserType + 3
GFX_NODE_CONNECTOR_TYPE = QtModule.QGraphicsItem.UserType + 4
GFX_SWATCH_NODE_TYPE = QtModule.QGraphicsItem.UserType + 5
GFX_NOTE_TYPE = QtModule.QGraphicsItem.UserType + 6
VALID_NODE_TYPES = [ 'rib',
'rib_code',
'rsl_code',
'image',
'surface',
'displacement',
'light',
'volume',
'variable',
'connector',
'swatch',
'geom' ]
VALID_PARAM_TYPES = [ 'float',
'int',
'color',
'string',
'normal',
'point',
'vector',
'matrix',
'surface',
'displacement',
'volume',
'light',
'rib',
'text',
'transform',
'image',
'control',
'shader',
'geom' ]
VALID_RIB_NODE_TYPES = [ 'rib', 'rib_code' ] #??? depricated
VALID_SCENE_TYPES = [ 'rib' ]
VALID_RSL_NODE_TYPES = [ 'rsl_code', 'surface', 'displacement', 'light', 'volume' ] #??? depricated
VALID_RSL_SHADER_TYPES = [ 'surface', 'displacement', 'light', 'volume' ]
VALID_RSL_PARAM_TYPES = [ 'float', 'color', 'point', 'normal', 'vector', 'matrix', 'string', 'shader' ]
VALID_RSL_SPACES = [ "current", "shader", "object", "camera", "world", "raster", "NDC", "screen" ]
VALID_RSL_COLOR_SPACES = [ "rgb", "hsv", "hsl", "xyz", "XYZ", "YIQ" ]